The Effect of Self-Control on Impulsive Buying of In-Game Virtual Goods among Mobile Legends Bang Bang Players
- DOI
- 10.2991/978-2-38476-118-0_88How to use a DOI?
- Keywords
- self-control; impulsive buying; in-game virtual goods; Mobile Legends Bang Bang; online gaming; virtual consumerism
- Abstract
Playing online games is means of entertainment for young people today. One of the most popular games in Indonesia is Mobile Legends Bang Bang which not only offers mobile multiplayer online battle games, but also sells virtual goods, such as heroes, skins, and virtual money (diamonds). There is a tendency for some young people to buy virtual goods impulsively so that purchases become unreasonable and cause regret. One of the factors that influence impulsive buying is self-control. The purpose of this study was to determine the effect of self-control on impulsive buying of in-game virtual goods among Mobile Legends players. The sample of this research was 200 players aged 16-32 years who were obtained by purposive sampling. Respondents were accessed via social media and player community groups. Data were collected using self-control scale and in-game virtual goods impulsive buying scale, then analyzed using Simple Linear Regression Analysis. The results showed that self-control is statistically significant influencing the impulsive buying of in-game virtual goods (R = -.271, R2 = .073, F (1,198) = 15.668, p<0.05). The better the player’s self-control, the less likely they are to make impulsive purchases of in-game virtual goods. However, the effective contribution of the independent variable to the dependent variable is relatively small, only 7.3%. It was discussed that 92.7% of impulsive buying is probably influenced by other factors, such as age, gender, mood influences, and materialism. These findings suggest that game players should not make impulsive purchases by controlling themselves. They also need to consider finances and needs more when making a decision to buy in-game virtual goods.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Maya Mardi Yanti AU - Aftina Nurul Husna AU - Laili Qomariyah PY - 2023 DA - 2023/10/10 TI - The Effect of Self-Control on Impulsive Buying of In-Game Virtual Goods among Mobile Legends Bang Bang Players BT - Proceedings of the 4th Borobudur International Symposium on Humanities and Social Science 2022 (BIS-HSS 2022) PB - Atlantis Press SP - 764 EP - 771 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-118-0_88 DO - 10.2991/978-2-38476-118-0_88 ID - Yanti2023 ER -